Welcome to Project: Gorgon!

Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.

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Requesting a lvl 70 (or higher area)

I joked in another thread that some areas are level 70 content (when they were clearly not) in so much that a lower level zone could be monopolized and farmed for good xp/loot by a high level character. I think it would be great for the game if there was another area with 70 mobs for max level characters. Looking back over the last year of what has changed in the game it is really nice to have the casino and the level 50-60 areas that were rather recently added. There were definitely some content holes and you fixed them.

What I see missing now is a zone where level 70 characters can go alone and fight equal level mobs just like they can do all the way up to level 70 and have been doing since the beginning. Jack has mentioned the engine does not allow for instances and that means there are a finite number of zones where you can go to fight. I don't see exterior Gazluck as a place where people can go fight because it requires a player crafted armor set. If you are going to that much trouble you would likely make a gold set. Looking ahead at what the game will have eventually with 100 levels that makes no sense (discussion for another thread or later in this thread).

People love to speculate on what they think the next content for this game will be (in part because I think they like to dream about what they want to happen). I have heard a few people mention that level 80 content will be here soon™. On that note I think it would be neat if we had a level 80 zone with the level cap at 70. It might be an interesting way to gauge different ability sets in terms of seeing what works vs what doesn't. Regardless I would hope that in the not too far future you consider adding a lvl 70 (or 80) zone.

What would I like to see in a level 70 non dungeon zone?

1. A non annoying environment. This may seem silly but the only high level non dungeon areas we have access to right now feature annoying elemental effects. I do not feel annoying effects are necessary for high tier content. I would not balk in the slightest if you hid a new level 80 zone in a pool of acid that mysteriously was added to sunvale. But I might feel like smacking you if you made the new zone have periodic caustic acid rain fall from the sky every now and then. I am however perfectly ok with having some sort of "lock" to make it not be easy to power level a new player in that new zone (you could totally do something like every 30 seconds you lose 350 hp as your skin begins to melt with the damage starting when you enter the pool and tick again if you stay in the pool another 30 seconds).

2. Vendors or storage or item exchange for reward in the zone (to lessen inventory woes). It is beyond annoying when you have to leave a zone to stop farming due to inventory issues.

3. High level resources requiring high skills to utilize. Fish ore and mushrooms are obvious; but maybe you could have some boxes, a loom whatever maybe have a chance for someone with tailor who clicked on the box to extract 10 perfect cotton/1 fae felt/ 1 lace. You could do this for tool crafting - tool bench, and leatherworking too. Maybe these could be a form of ground spawn instead of say guavas that need x foraging they need one of the related skills instead. Ideally there would be corpse talking to some extent; maybe this could be a crypt instead of graves.

Maybe I am wrong here but it seems like every time you make a new area you try out some different things; some are really cool and others I feel were a giant flop. "Moving" dungeon doors like the myconian shrooms and the entrance to dark chapel are what i would consider in the flop category. On the other hand the buff for killing rats in the sewers is super cool in that you have to work to be able to get that bonus.

I had envisioned a heavily wooded area or jungle type environment. Perhaps more flying enemies...jungle wasps ect. Maybe quicksand traps that disable your evasion or increase damage taken if stuck in them.

When you make a winter set you can mostly ignore it with the right skillsets but that is not really the point. There is not much reason to go to that much trouble when you can go farm level 70 outdoor mobs on say the rahu shelf instead with no special gear required. You probably make more money in Rahu because you can rip out skulls.

What if the mushroom dungeon had a slow poison tick that built up as you stayed in there?

It would ruin the experience.

All things being close to equal I will take no annoyance and less money over an extremely annoying experience.

Originally Posted by DamageIncorp

I had envisioned a heavily wooded area or jungle type environment. Perhaps more flying enemies...jungle wasps ect. Maybe quicksand traps that disable your evasion or increase damage taken if stuck in them.

Flying mobs to nerf druids and traps that nerf unarmed. Thats not going to be popular :P.